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 Post subject: Re: airport Tutorial request !
PostPosted: Wed Mar 23, 2011 8:15 am 
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Director
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Joined: Wed Sep 10, 2008 7:27 am
Posts: 5390
Big flat plane under airport mesh is the best way to do this as far as I know.

None of the terms you listed are oriented at the BGE, yet they can all have an inpact on the BGE but you don't need to know how to use any of them for your project.

...xept texture painting maybe, if you really want to paint within blender.

PS : yo Prometheus, you beat me to it lol.

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 Post subject: Re: airport Tutorial request !
PostPosted: Wed Mar 23, 2011 8:25 am 
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Informant

Joined: Mon Mar 21, 2011 2:21 am
Posts: 10
ok i can understand about the spam thing , but you can trust me i am not a spammer i am a good person , I Swear :)


first thanks for taking time to answer all my questions , i will take time to investigate all your valuable indications and explanations


then if you go back to my airport image that i have modeled before


you can see that there some relativeley complex and curved taxiways so it's not just rectangular textured planes for the runway and other platform in the airport,

so i am lookin for a good and efficient way to model and texturing scenes like this


@Goliath : hmm ... so a big plane under the airport isn't a such a bad idea ;)
so to summarize i have two options :
- texture painting
- uv mapping with gimp/inkscape

with favor for the second option

??


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 Post subject: Re: airport Tutorial request !
PostPosted: Wed Mar 23, 2011 12:00 pm 
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Agent
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Joined: Sun Apr 12, 2009 3:51 pm
Posts: 522
Location: Michigan
I haven't messed around much with remapping the landscape in any of the games I play.

However I did come across this tutorial a while back and for some reason I bookmarked it. While the tools used are not Gimp or Blender the idea is pretty much the same.

He used a Google Sat. Map to start and they lack a lot of details. So this is not for texture as mucj as "global mapping". Then he used Photoshop to make a grayscaled z-image height map. Z mapping is done by 8 bit maps (shade values 0 to 255 indicate depth) and it is up to the user to indicate what colors are higher than others. He picks the red roof tops to be high points and the streets as low points. Here is a tutorial on how to apply Z mapping in Blender.

I suppose you could use this to generate real airport layouts to get the dimensions then replace the original map texture with detailed ones. Game modding sites are bound to have lots of examples as well. However you might need to use 3rd party tools to convert your mesh.

On a more personal note, flight sims are actually my Dad's hobby.

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